Welcome to my first blog article totally written with only KompoZer. Will you, I write it in KompoZer and put it
in from the source in Firefox, since I'm too lazy to configurate
everything.

The Topic of today will be one of my favorites,
the setting for my upcoming mech/sci-fi/magic Tabletop Strategy Role
Playing Game Mechromancy (I am open to name suggestions, it just came to me, the name implies
mechs (Mech) and magic (-mancy). The (-ro) just makes it flow more
freely.

Plain and simple, it's an ultra-simple strategy game with an in-depth RPG background to allow more character depth.

It takes place in a diamond-hard science fiction world with magic to
allow all the shiny stuff (short of resurrection) science can't.

Now, you should know my personal opnions on magic in a fantasy setting
so that I don't get yelled at. If it's low detail (on the specific
rituals, not effects) and takes place in an obviously alien setting
(i.e. could not be mistaken for real life), I'm ok with it in fantasy.
Granted, in Mechromancy,
though the magic system will get a lot of attention, it will not be
necessary to play. View it as a way to justify three or four things:
Faster than Light transportation, Energy/Matter creation and
destruction, and, last but not least, a Shadowrun style stun-damage system, though I'll be writing my own, not using theirs. I don't steal, merely take influence from.

Anyways, with that said, Mechromancy takes place in a kinda Anime inspired world, in so much as it's not
terribly realistic. A character is expected to be able to take at least
three shots with almost any weapon before falling, unless they're the
cliche redshirts.

The world in and of itself is not defined
(I will make content generation tables), but the default setting will
be something like a Battletech meets Shadowrun meets GearHead world, with magic and mechs and guns. And cyberware, bioware, and all that good stuff.

It has a primarily combat orientation, from what I've written so far. Remember, it's on a wiki (My Wiki [ignore the naming])
I use for my projects, and my planned Creative Commons role-playing
system. I put it on a wiki so that everyone can edit it (though I still
control it), and so that I don't have to host it myself.

Back on topic, it takes place in a science fiction world not unlike Battletech.
The tech level doesn't allow wanton creation of huge war machines, but
there is enough tech to allow a comfortable amount of freedom in what
you can make with time and resources. Interstellar FTL travel is
allowed, through magical means (not technological, tech has to follow
scientific rules). The magic system is enough to allow an similar level
of tech, but directed differently. Magic is subtle, modern technology
is crude. Ultra-high Phantasy Star level tech that rivals both is possible, just very, very, very uncommon. To the point of it being religiously revered.

Magic is not limited to living creatures, but requires a mage's
triggering to direct it, with the exception of one-purpose magical
items.

Mages are under a tenth of the population, they can
actively use magic, where Mundanes are less than a fifth of the
population, they ignore undirected magic. (Though if you shoot a
fireball at them, they'll burn)

The system is intended to be
fairly light as opposed to heavy, with the primary amount of heavy
rolls being the content generation.

Speaking of content
generation, here's a table to generate a random town. Will you that it
is assumed that the town forms blocks, and buildings will have to be
placed by hand. Though, you could just estimate. Higher population
counts= greater availability of items. Mind you that the
size-population ratio determines the height of a town as well, small
high population towns will result in rising skylines. Also, you could
use the towns to generate districts of cities, but it could take too
long to be worth it.

d100

100's

10's

1's

1

double the results of other columns

Population- 500

300x300 meters

2

no result

Population- 1000

600x600 meters

3

no result

Population- 1500

900x900 meters

4

no result

Population- 2000

1200x1200 meters

5

no result

Population- 2500

1500x1500 meters

6

no result

Population- 3000

1800x1800 meters

7

no result

Population- 3500

2100x2100 meters

8

no result

Population- 4000

2400x2400 meters

9

no result

Population- 4500

2700x2700 meters

0

no result

Population- 5000

3000x3000 meters

There you see a way to take content generation super quickly, with no
real difficulty. There are light problems that can be fixed by
averaging multiple dice roll results for a more realistic feel.

This allows a scale of availability. You will rarely find mechs in the countryside while cities can be teeming with them.

That's part one of my series introducing Mechromancy, and you can leave any feedback you want. Constructive feedback, mind you. Oh, by the way, be sure to use the top little menu on the wiki. If it doesn't work, use Firefox.